House Rafiq, EXTINCT House Rafiq is the most reviled of the great houses, though this was not always the case. House Rafiq was formed in the first days of the Kingdoms and was named after a peerless warrior that many claim was an Avatar of Indra. House Rafiq were some of the first supporters of Arun when he began his war against Revan. They then took up the duty of standing against the enemies of the Ivory Kingdoms, but centuries of slow corruption from all sides eventually began to weigh on House Rafiq, and the Cult of the Destroyer managed to find the gap in House Rafiq's honor and slip in, corrupting the House into a shadow of it's former glory. Their goal changed from protecting the Kingdoms, to destroying them. The fortunes of House Rafiq changed drastically with the conclusion of the Mantis-Ivory Kingdom's war. House Rafiq was cast down, it's leadership almost completely killed, it was thrown out of favor and many assumed it would die on it's own. But the House survived, and stripped of everything, they found they had little to lose in finally giving in completely to the Destroyer. There is little left of House Rafiq now, many having either been killed in the Mantis-Ivory Kingdoms war and the fall out, or sacrificed to bring forth Kali-Ma. Those who have survived though are not to be trifled with. They are the generals of Kali-Ma's armies now.
House Suresh, +1 Agility House Suresh contains perhaps the most noted sailors in all the world. They began as a minor house who's main resources came from the activities of the Sindhi pirates. But when a wrongfully deposed prince named Suresh took over the SIndhi pirates and used them to retake his throne, his tale and his grand fleet so impressed the Maharaja that he and his house were elevated. Since then, House Suresh has expanded their navy and trade routes to many far off nations. Becoming the de facto ambassadors of the Ivory Kingdoms. Their success in dealing with Rokugan where all others seemed to have failed brought even more prestige upon this House, and during the Mantis-Ivory Kingdoms war, they gambled everything on the truth of the Mantis' claims that House Rafiq was corrupt. If the Mantis had lost, or if they had been found out, House Suresh would have been no more. But it was due to House Suresh carefully positioning their navies to be unable to engage the Mantis without looking like they were avoiding them that the Mantis were able to eventually claim victory. Since then House Suresh have been the stars of the Ivory Kingdoms. Now that the Kingdoms have fallen and their navies have been destroyed, all they have left is their status as Diplomats to buoy their reputations, and with it the reputations of their people. The stress is beginning to show.
House Kosala, +1 Perception The most noble of Houses, House Kosala is named after a region of the Ivory Kingdoms. House Kosala was formed in the early days of the Kingdoms by a wise and watchful Raj who soon after spoke to the Buddha and after that retired, renouncing his name, and became a brahmana to spread the word of Buddha to anyone who would hear it. House Kosala takes after their unnamed founder and is dedicated to the teachings of Buddha and discovering new places and secrets. Their libraries were the largest in all of the Ivory Kingdoms and were filled with knowledge that they had gathered by brave explorers of the Kingdom's secrets and beyond the borders of the civilized world. A few centuries ago a wise and powerful prince named Rama was exiled for 14 years by an act of jealousy by the current Raja's second wife so her son could become Raj. The Raja, having promised his wife one request, dutifully obeyed and his son obeyed his father, exiling himself into the forest nearby. He was so loved however that much of the city and his younger brother followed him into exile. Rama eventually managed to get away from the city folk after promising his brother to return and went on to wander the Ivory Kingdoms, eventually battling the resurgent force of a Rakshasa and defeating it before returning to the city. In more recent years, the Kosala have fallen far. Their libraries have burned and their people have scattered to the winds. Many found their way North to Medinaat al-Salaam, but the scholars are running into problems being accepted by the traditionalists within the city. There is some slight good news for them though, the current Maharaja comes from House Kosala.
House Pandavah, EXTINCT Once the greatest of the Houses. House Pandavah was founded by Arun after his defeat of Revan. The royal Maharaja line comes from the Pandavah. Those of House Pandavah were most well known for their strength, as Arun was known for his and did not hesitate to use that strength when they feel they need to. House Pandavah was known for their brave warriors and many stories revolve around Pandavah heroes in battle. These heroes are pervasive throughout culture and it is not hard to find someone claiming a relation, even if they have no actual proof. Unfortunately, in the recent upheaval House Pandavah suffered the greatest. The Cult of the Destroyer targeted this house specifically for destruction and did their best to annihilate them, they succeeded. Many Pandavah were eager to meet the enemy in battle, and died there, many others were hunted down when they fled. The Maharaja family that was part of House Pandavah has been wiped out completely. There are rumors of course, of secret guerrilla forces led by a Pandavah hero, that some enclaves of Pandavah exist, hidden away where fear of extermination has made them silent, but such talk remains only rumor and this House remains dead.
House Kauravah, +1 Awareness An off-shoot of House Pandavah, House Kauravah's birth nearly led to the destruction of the Kingdoms many centuries ago. When the Maharaja died, two of his grandsons from different families had an equal claim to the throne. Neither side was willing to back down over the matter and lines were eventually drawn and war became inevitable. Each of the other houses stood with one cousin or the other and each massive army was led onto the field of battle. The ensuing war, called the Kurukshetra War, led to a battle which took place for a whole week and by the end both sides had been almost completely destroyed and the Kingdoms were left destitute. But the Pandavah managed to retain the throne. The Kauravah spent much of their existence cleaning up from the Kurukshetra War and had become wealthy through wise business ventures and their careful way with words. Eventually their part in the devastating war was forgiven and House Kauravah was on the rise, with courtiers and money-tellers across much of the Kingdoms and even beginning to venture beyond. Now their vast wealth is gone, captured by the servants of Kali-Ma to melt down into treasures for their new mistress. The Kauravah fled their ancestral home, hoping to find new wealth in the trading capital of the world, wealth enough, they pray, to retake their home.
House Yadu, +1 Intelligence The youngest of the Great Houses, House Yadu was brought up after the efforts of a man named Nala, an Avatar of the Divine Builder Vishwakarma. Upon the unexpected death of a popular Maharaja four centuries ago, there was a clamor to build him an appropriate tomb. The call went out across the Kingdoms for a builder to construct the most grand tomb that had ever been built. Nala is said to have snuck into the realm of dreams and stole some of it's substance, using that to build a floating grand tomb with over 200 rooms in the course of two weeks. After a harrowing journey after the tomb was stolen from him, Nala managed to retrieve it and for his workmanship his House was elevated. Since that day, the Yadu had built grand and glorious structures across the breadth of the Kingdoms, each attempting to out do the efforts of their peers. It was House Yadu who first created the massive Clay Golems, though the secret is now lost. Since the rise of Kali-Ma however, many of their treasured buildings lay in ruins, and the Yadu turned more to the art of war, building grand defenses in an effort to halt or at least slow down the advance of the enemy. They failed, and many died with their last creations, buying time for the others to flee.
Existing Schools
These can be found in the Second City Books
Homebrew Schools
Kathakali Dancer (Warrior) Members of the Kshatriya Caste are, rather like the Rokugani Samurai, expected to be both cultured and, when called for, deadly in defense of their rulers and the people their status demands they defend. In no other place are the two requirements so tightly bound as in the traditions of the Kathakali Dancers. Graceful on both the stage and the battlefield, the Kathakali Dancers are renowned for their ability to intertwine the two disciplines into a deadly, beautiful whole. A skilled Dancer can feel the rhythm of the battlefield like the beat of a drum and use it's beat to avoid the blows of their foe while dealing death in return. On the stage, their martial training lends them a different sort of grace as well as the admiration of their audience. The Kathakali have perhaps adapted best to the Jewel of the Desert of all the Ivindian nobles, finding that their talents in dancing can translate easily to coin or to favor. Some Ivindi look down on them for debasing themselves and their art, but many Kathakali see it as a necessary evil to ensure the survival of their people. Benefit: +1 Agility Skills: Defense, Brawling (Martial Arts), Knives, Swordsmanship, Perform: Dance 2, Any One High skill Honor: 5.5 Outfit: Light Armor, fine Clothing, Talwar, Katara, any one weapon, Traveling Pack, 4 Copper Techniques Rank 1: Song of the Blade Kathakali Dancers learn early that acts that draw the eye can prove as distracting to their enemies as it is entrancing to an audience. Dancers may add their Perform: Dance Skill to their ArmorTN except while in the Full Attack stance. You may add +1k0 to your attack roll against any opponent who attacked and missed you that round. Rank 2: World as a Stage Understanding of one's own body and movement now extends to an understanding of the movements of others. Knowing how your enemy will move allows a Dancer to place their strikes with deadly accuracy. When making an attack roll, you gain a Free Raise towards making a Called Shot. While using the Perform: Dance skill, you may use your Agility instead of Awareness. Rank 3: Choreography of Battle An improved understanding of the flow of battle increases a Kathkali Dancer's ability to react quickly when another misses a step in the dance. While you are in the Defense stance, if someone attacks you and misses you may spend a Void point to gain a bonus to your next attack roll against that person during this skirmish equal to the amount by which they missed you. You may only use this ability once per round. You may add your Knives skill to your Perform: Dance rolls. Rank 4: Encore Grace and power move through the dancer's every step, a perfect balance that allows them to move with great speed. You may now make unarmed attacks or attacks with weapons that have the Kshatriya keyword as a Simple action instead of a Complex action. Rank 5: Dancing with the Heavens As a master of their art, the Kathakali Dancer's grace is limited only by the will of Heaven, not mere mortal constraints. The number of raises that may be called for Perform: Dance rolls and attack rolls is limited by your skill rank instead of your Void. The penalty to Armor TN caused by entering the Full Attack Stance is reduced to 5.
Gurkha Warrior School Elite warriors with a long, storied history, the Gurkha make up the elite forces of many a private guard for the elite of the Ivory Kingdoms. Easily identified by the black-steel Kukri that is as much badge of office as weapon, the men and women of the Gurkha are known for their deadly efficiency with their chosen weapon. A well-trained Gurkha Warrior, it is said, can kill twice as many with their knives as any other man with a sword. Those who have seen them fight see no reason to discount this claim. Mercenary yet noble, the Gurkha focus upon their blades almost to the exception of all else. Those who prove worthy of their service have the best protectors money can buy. Many Gurkha died with the fall of the Ivory Kingdoms. Loyal unto death, many of their number fell to the hordes of Kali-Ma as they defended the fleeing citizens. Of the few survivors, several attempt to continue the guerrilla fight in the former Ivory Kingdoms. Those within the City of Peace however serve as honorable hired swords to those willing to pay the price. Benefit: +1 Strength Skills: Commerce, Defense, Investigation, Knives (Kukri) 2, Stealth, Any one High or Bugei Skill Honor: 4.5 Outfit: Partial or Light Armor, Sturdy Clothes, Katara, black-steel Kukri, Travelling pack, 5 Copper Techniques Rank 1: Know the Blade A Gurkha Warrior's focus upon their Kukri leads to mastery that no other can duplicate. You gain a bonus of +1k0 to attack rolls while using a knife. You may also add your Defense skill rank to the total of your damage while using a Kukri. Rank 2: Protect and Serve When acting as a bodyguard, a Gurkha Warrior knows that he protects not only his client but his organization’s reputation as well. You receive a bonus equal to your Honor to the Armor TN granted when Guarding another.. In addition, you receive a bonus of +2k0 to damage when using a knife. Rank 3: A Blade has Two Edges Experienced Gurkha Warriors allow their blades to guide their bodies, maximizing their speed. You may make attacks as a Simple Action instead of a Complex Action when using a knife or a weapon with the Kshatriya keyword. Rank 4: At all Costs No Warrior will allow his charge to fall while they still draw breath. Once per skirmish, you may spend a Void point as a Free action to ignore Wound Penalties (except Out) until your next action. Any raises that are called for Damage while performing an attack that round counts as two if it connects. Rank 5: The Perfect Edge A Gurkha Warrior who has mastered their blade is a truly deadly foe. When facing someone who has attacked someone the Gurkha has Guarded during this skirmish, if you make an attack using the Called Shot maneuver whichever limb is struck is considered to be lost as per the disadvantage Missing Limb until the wound undergoes healing. If a Gurkha strikes both of a person’s arms while using this technique, that person is incapable of wielding anything in their arms. If the Gurkha strikes the head with such an attack it inflicts the Dazed condition on the target which they must recover from as normal.
Defender of the Temples School (Guru) While the Brahmin, as a class, are a pacifistic lot, they acknowledge and accept that lesser beings do not share the wisdom of living a non-violent way of life. Some among them take up the way of the protector, practicing techniques that will keep their attackers from being able to take the lives of their brethren while not requiring them to deal out death themselves. The Defenders have been lost since the loss of the Kingdoms. The Ivindi never had a strong presence in the Jewel of the Desert before the Fall so there are as of yet no temples for them to defend. Many have been left adrift, though several have banded together to take to the streets to defend the faithful against those who would injure them. Defenders focus upon the use of the sacred spears of their gods to defend holy sites and personages and also make use of kiho to channel their faith into mystical effects. Devotion: Hindu Benefit: +1 Agility Honor: 6.5 Skills: Defense, Jiujitsu, Spears, Lore (choose one), Meditation, Theology (Hindu), any one High skill Technique: Sanctity of Life No Defender will willingly take a life, instead subduing their opponents to protect the holy places. You may choose to make any damage inflicted by a Spear or while unarmed non-lethal damage, lasting instead for a number of hours equal to your School Rank, using this technique you gain +0k1 to damage rolls. While using this technique you cannot put a person below the Out condition. Also, Defenders may make atemi strikes with a spear as well as unarmed.
Navaratnas Dipomat School In every high court, there are an elite group of scholars and artisans, sponsored by the ruler they serve to pursue their own particular gifts with very little interference. The so-called "jewels of the court' are held in high regard throughout the land and their renown is such that their knowledge and advice is often sought from many kingdoms away in times of need. The Navaratnas have not adapted well to the Jewel of the Desert. They are used to their own courts and internal intrigues. Nations came to the Ivory Kingdoms, bowing and scraping. Now it is the duty of the Navaratnas to bow or starve. Not being warriors, and having the most friends outside of their own lands, the Navaratnas, despite these troubles, are perhaps the most numerous of the Kshatriya caste to survive the war. Benefit: +1 Intelligence Skills: Courtier (Manipulation), Etiquette, Lore: History, any one Lore skill, any Artisan skill, Sincerity, Any one High skill Honor: 6.5 Outfit: Extravagant Clothing, Katara, Calligraphy set, Traveling pack, 5 Copper Techniques Rank 1: To Know and be Known One who has been accepted as a Jewel of the Court is respected for their knowledge and skill. You gain the Darling of the Court Advantage for no cost in your home court. When spending a Void on your any School skill that is a Lore or Artisan skill, you gain +3k1 instead of the usual 1k1. Rank 2: The Brotherhood of Scholars The Navaratnas are built on the back of a thousand years of tradition and text. It is not only their own word that they count upon, but the word of thousands of others that came before them. For this surety, Navaratnas gain a +2k0 bonus to all Lore skill rolls. In addition, they may call upon the favor of others. While in a city of any size, you may make a Courtier/Awareness roll at TN 20, if you succeed you may gain the Servant advantage with a Scribe or Artisan of your choice for one week. You may only have a number of servants in this manner equal to your School Rank. Rank 3: Breadth of Knowledge The skill and understanding of your chosen specialty allows a certain degree of skill on similar disciplines. If you fail an Etiquette or Sincerity roll you may spend a Void Point to re-roll the roll using your Lore: History skill. You must keep the results of this roll. Rank 4: Favor from on High Patronage from the mighty means more than simple wealth and prestige, it also means support of one's agendas. While the Navaratnas remains in the favor of his lord, he may make a Lore or Artisan roll of his choice against a TN of 25. Success on this roll indicates a successful presentation of a new treatise or work to the Court. For this day and the next you are considered to have the Favored of your Lord Advantage among members of that Court, even among people who are not of your faction. Rank 5: A Lauded Sage Sharing your mastery with others earns you great favor, within your Court and without. When someone seeks you out for advice, you may make a Lore or Artisan skill against a petitioners Courtier/AW roll. If you succeed on this roll you gain +5k0 on any contested Social skill roll against that person for the next 24 hours.
Paths
Sindhi Sailors (Warrior)
The Sindhi sailors have a long and mixed history. First formed many centuries ago as a pirate group they terrorized the seaways of the Ivory Kingdoms. When an enterprising Raj whose family had been killed by his enemies disguised himself and became one of them, he took over the organization after several years and used it to take back his crown, turning the Sindhi sailors into a legitimate group. Occasionally the Sindhi return to their roots, but usually with the permission of their Raj.
Technique Rank: 2
Replaces: Any Rank 2 Ivory Kingdoms Bushi School
Requirements: Sailing (Navigation) 3
Technique: You suffer no penalties to movement or attacks for rough or uneven terrain. In addition, when you spend a Void point while at sea you gain +2k1 rather than the usual +1k1.
Gandharva (Diplomat)
Named after the mystical messengers who relay word from man to the gods, the Gandharva school teaches that a voice can be a powerful tool. Their songs can sway a Raj, or embolden an army to action. In recent history, it was a Gandharva who convinced the Maharaja of the truth of Yoritomo Aramasu’s words and helped broker the alliance between the Mantis and the Ivory Kingdoms.
Technique Rank: 3
Replaces: Navartnas Rank 3
Requirements: Perform: Song 5
Technique: You gain a +2k0 bonus to all Perform: Song skill rolls. In addition, if you fail an Awareness/Courtier roll you may spend a Void point to re-roll the roll as an Awareness/Perform: Song roll.
Telaga (Warrior)
The Telaga are trained to know no fear. Only the most courageous of Gurkha are chosen to join the Telaga and fight the dark creatures that threaten the Ivory Kingdoms. Since the restoration of Kali Ma, the Telaga have been fighting strong and dying in droves for it. But they refuse to fall.
Technique Rank: 2
Replaces: Gurkha Warrior 2
Requirements: Willpower 4
Technique: You consider the Fear effect of any creature you are facing to be 2 ranks lower, minimum 1. In addition, you gain a +2k0 bonus on damage rolls against any creature with Shadowlands Taint.
Families
House Rafiq, EXTINCTHouse Rafiq is the most reviled of the great houses, though this was not always the case. House Rafiq was formed in the first days of the Kingdoms and was named after a peerless warrior that many claim was an Avatar of Indra. House Rafiq were some of the first supporters of Arun when he began his war against Revan. They then took up the duty of standing against the enemies of the Ivory Kingdoms, but centuries of slow corruption from all sides eventually began to weigh on House Rafiq, and the Cult of the Destroyer managed to find the gap in House Rafiq's honor and slip in, corrupting the House into a shadow of it's former glory. Their goal changed from protecting the Kingdoms, to destroying them.
The fortunes of House Rafiq changed drastically with the conclusion of the Mantis-Ivory Kingdom's war. House Rafiq was cast down, it's leadership almost completely killed, it was thrown out of favor and many assumed it would die on it's own. But the House survived, and stripped of everything, they found they had little to lose in finally giving in completely to the Destroyer. There is little left of House Rafiq now, many having either been killed in the Mantis-Ivory Kingdoms war and the fall out, or sacrificed to bring forth Kali-Ma. Those who have survived though are not to be trifled with. They are the generals of Kali-Ma's armies now.
House Suresh, +1 Agility
House Suresh contains perhaps the most noted sailors in all the world. They began as a minor house who's main resources came from the activities of the Sindhi pirates. But when a wrongfully deposed prince named Suresh took over the SIndhi pirates and used them to retake his throne, his tale and his grand fleet so impressed the Maharaja that he and his house were elevated. Since then, House Suresh has expanded their navy and trade routes to many far off nations. Becoming the de facto ambassadors of the Ivory Kingdoms.
Their success in dealing with Rokugan where all others seemed to have failed brought even more prestige upon this House, and during the Mantis-Ivory Kingdoms war, they gambled everything on the truth of the Mantis' claims that House Rafiq was corrupt. If the Mantis had lost, or if they had been found out, House Suresh would have been no more. But it was due to House Suresh carefully positioning their navies to be unable to engage the Mantis without looking like they were avoiding them that the Mantis were able to eventually claim victory. Since then House Suresh have been the stars of the Ivory Kingdoms. Now that the Kingdoms have fallen and their navies have been destroyed, all they have left is their status as Diplomats to buoy their reputations, and with it the reputations of their people. The stress is beginning to show.
House Kosala, +1 Perception
The most noble of Houses, House Kosala is named after a region of the Ivory Kingdoms. House Kosala was formed in the early days of the Kingdoms by a wise and watchful Raj who soon after spoke to the Buddha and after that retired, renouncing his name, and became a brahmana to spread the word of Buddha to anyone who would hear it. House Kosala takes after their unnamed founder and is dedicated to the teachings of Buddha and discovering new places and secrets. Their libraries were the largest in all of the Ivory Kingdoms and were filled with knowledge that they had gathered by brave explorers of the Kingdom's secrets and beyond the borders of the civilized world.
A few centuries ago a wise and powerful prince named Rama was exiled for 14 years by an act of jealousy by the current Raja's second wife so her son could become Raj. The Raja, having promised his wife one request, dutifully obeyed and his son obeyed his father, exiling himself into the forest nearby. He was so loved however that much of the city and his younger brother followed him into exile. Rama eventually managed to get away from the city folk after promising his brother to return and went on to wander the Ivory Kingdoms, eventually battling the resurgent force of a Rakshasa and defeating it before returning to the city.
In more recent years, the Kosala have fallen far. Their libraries have burned and their people have scattered to the winds. Many found their way North to Medinaat al-Salaam, but the scholars are running into problems being accepted by the traditionalists within the city. There is some slight good news for them though, the current Maharaja comes from House Kosala.
House Pandavah, EXTINCT
Once the greatest of the Houses. House Pandavah was founded by Arun after his defeat of Revan. The royal Maharaja line comes from the Pandavah. Those of House Pandavah were most well known for their strength, as Arun was known for his and did not hesitate to use that strength when they feel they need to. House Pandavah was known for their brave warriors and many stories revolve around Pandavah heroes in battle. These heroes are pervasive throughout culture and it is not hard to find someone claiming a relation, even if they have no actual proof.
Unfortunately, in the recent upheaval House Pandavah suffered the greatest. The Cult of the Destroyer targeted this house specifically for destruction and did their best to annihilate them, they succeeded. Many Pandavah were eager to meet the enemy in battle, and died there, many others were hunted down when they fled. The Maharaja family that was part of House Pandavah has been wiped out completely. There are rumors of course, of secret guerrilla forces led by a Pandavah hero, that some enclaves of Pandavah exist, hidden away where fear of extermination has made them silent, but such talk remains only rumor and this House remains dead.
House Kauravah, +1 Awareness
An off-shoot of House Pandavah, House Kauravah's birth nearly led to the destruction of the Kingdoms many centuries ago. When the Maharaja died, two of his grandsons from different families had an equal claim to the throne. Neither side was willing to back down over the matter and lines were eventually drawn and war became inevitable. Each of the other houses stood with one cousin or the other and each massive army was led onto the field of battle. The ensuing war, called the Kurukshetra War, led to a battle which took place for a whole week and by the end both sides had been almost completely destroyed and the Kingdoms were left destitute. But the Pandavah managed to retain the throne.
The Kauravah spent much of their existence cleaning up from the Kurukshetra War and had become wealthy through wise business ventures and their careful way with words. Eventually their part in the devastating war was forgiven and House Kauravah was on the rise, with courtiers and money-tellers across much of the Kingdoms and even beginning to venture beyond. Now their vast wealth is gone, captured by the servants of Kali-Ma to melt down into treasures for their new mistress. The Kauravah fled their ancestral home, hoping to find new wealth in the trading capital of the world, wealth enough, they pray, to retake their home.
House Yadu, +1 Intelligence
The youngest of the Great Houses, House Yadu was brought up after the efforts of a man named Nala, an Avatar of the Divine Builder Vishwakarma. Upon the unexpected death of a popular Maharaja four centuries ago, there was a clamor to build him an appropriate tomb. The call went out across the Kingdoms for a builder to construct the most grand tomb that had ever been built. Nala is said to have snuck into the realm of dreams and stole some of it's substance, using that to build a floating grand tomb with over 200 rooms in the course of two weeks. After a harrowing journey after the tomb was stolen from him, Nala managed to retrieve it and for his workmanship his House was elevated.
Since that day, the Yadu had built grand and glorious structures across the breadth of the Kingdoms, each attempting to out do the efforts of their peers. It was House Yadu who first created the massive Clay Golems, though the secret is now lost. Since the rise of Kali-Ma however, many of their treasured buildings lay in ruins, and the Yadu turned more to the art of war, building grand defenses in an effort to halt or at least slow down the advance of the enemy. They failed, and many died with their last creations, buying time for the others to flee.
Existing Schools
These can be found in the Second City BooksHomebrew Schools
Kathakali Dancer (Warrior)Members of the Kshatriya Caste are, rather like the Rokugani Samurai, expected to be both cultured and, when called for, deadly in defense of their rulers and the people their status demands they defend. In no other place are the two requirements so tightly bound as in the traditions of the Kathakali Dancers.
Graceful on both the stage and the battlefield, the Kathakali Dancers are renowned for their ability to intertwine the two disciplines into a deadly, beautiful whole. A skilled Dancer can feel the rhythm of the battlefield like the beat of a drum and use it's beat to avoid the blows of their foe while dealing death in return. On the stage, their martial training lends them a different sort of grace as well as the admiration of their audience.
The Kathakali have perhaps adapted best to the Jewel of the Desert of all the Ivindian nobles, finding that their talents in dancing can translate easily to coin or to favor. Some Ivindi look down on them for debasing themselves and their art, but many Kathakali see it as a necessary evil to ensure the survival of their people.
Benefit: +1 Agility
Skills: Defense, Brawling (Martial Arts), Knives, Swordsmanship, Perform: Dance 2, Any One High skill
Honor: 5.5
Outfit: Light Armor, fine Clothing, Talwar, Katara, any one weapon, Traveling Pack, 4 Copper
Techniques
Rank 1: Song of the Blade
Kathakali Dancers learn early that acts that draw the eye can prove as distracting to their enemies as it is entrancing to an audience. Dancers may add their Perform: Dance Skill to their ArmorTN except while in the Full Attack stance. You may add +1k0 to your attack roll against any opponent who attacked and missed you that round.
Rank 2: World as a Stage
Understanding of one's own body and movement now extends to an understanding of the movements of others. Knowing how your enemy will move allows a Dancer to place their strikes with deadly accuracy. When making an attack roll, you gain a Free Raise towards making a Called Shot. While using the Perform: Dance skill, you may use your Agility instead of Awareness.
Rank 3: Choreography of Battle
An improved understanding of the flow of battle increases a Kathkali Dancer's ability to react quickly when another misses a step in the dance. While you are in the Defense stance, if someone attacks you and misses you may spend a Void point to gain a bonus to your next attack roll against that person during this skirmish equal to the amount by which they missed you. You may only use this ability once per round. You may add your Knives skill to your Perform: Dance rolls.
Rank 4: Encore
Grace and power move through the dancer's every step, a perfect balance that allows them to move with great speed. You may now make unarmed attacks or attacks with weapons that have the Kshatriya keyword as a Simple action instead of a Complex action.
Rank 5: Dancing with the Heavens
As a master of their art, the Kathakali Dancer's grace is limited only by the will of Heaven, not mere mortal constraints. The number of raises that may be called for Perform: Dance rolls and attack rolls is limited by your skill rank instead of your Void. The penalty to Armor TN caused by entering the Full Attack Stance is reduced to 5.
Gurkha Warrior School
Elite warriors with a long, storied history, the Gurkha make up the elite forces of many a private guard for the elite of the Ivory Kingdoms. Easily identified by the black-steel Kukri that is as much badge of office as weapon, the men and women of the Gurkha are known for their deadly efficiency with their chosen weapon. A well-trained Gurkha Warrior, it is said, can kill twice as many with their knives as any other man with a sword. Those who have seen them fight see no reason to discount this claim. Mercenary yet noble, the Gurkha focus upon their blades almost to the exception of all else. Those who prove worthy of their service have the best protectors money can buy.
Many Gurkha died with the fall of the Ivory Kingdoms. Loyal unto death, many of their number fell to the hordes of Kali-Ma as they defended the fleeing citizens. Of the few survivors, several attempt to continue the guerrilla fight in the former Ivory Kingdoms. Those within the City of Peace however serve as honorable hired swords to those willing to pay the price.
Benefit: +1 Strength
Skills: Commerce, Defense, Investigation, Knives (Kukri) 2, Stealth, Any one High or Bugei Skill
Honor: 4.5
Outfit: Partial or Light Armor, Sturdy Clothes, Katara, black-steel Kukri, Travelling pack, 5 Copper
Techniques
Rank 1: Know the Blade
A Gurkha Warrior's focus upon their Kukri leads to mastery that no other can duplicate. You gain a bonus of +1k0 to attack rolls while using a knife. You may also add your Defense skill rank to the total of your damage while using a Kukri.
Rank 2: Protect and Serve
When acting as a bodyguard, a Gurkha Warrior knows that he protects not only his client but his organization’s reputation as well. You receive a bonus equal to your Honor to the Armor TN granted when Guarding another.. In addition, you receive a bonus of +2k0 to damage when using a knife.
Rank 3: A Blade has Two Edges
Experienced Gurkha Warriors allow their blades to guide their bodies, maximizing their speed. You may make attacks as a Simple Action instead of a Complex Action when using a knife or a weapon with the Kshatriya keyword.
Rank 4: At all Costs
No Warrior will allow his charge to fall while they still draw breath. Once per skirmish, you may spend a Void point as a Free action to ignore Wound Penalties (except Out) until your next action. Any raises that are called for Damage while performing an attack that round counts as two if it connects.
Rank 5: The Perfect Edge
A Gurkha Warrior who has mastered their blade is a truly deadly foe. When facing someone who has attacked someone the Gurkha has Guarded during this skirmish, if you make an attack using the Called Shot maneuver whichever limb is struck is considered to be lost as per the disadvantage Missing Limb until the wound undergoes healing. If a Gurkha strikes both of a person’s arms while using this technique, that person is incapable of wielding anything in their arms. If the Gurkha strikes the head with such an attack it inflicts the Dazed condition on the target which they must recover from as normal.
Defender of the Temples School (Guru)
While the Brahmin, as a class, are a pacifistic lot, they acknowledge and accept that lesser beings do not share the wisdom of living a non-violent way of life. Some among them take up the way of the protector, practicing techniques that will keep their attackers from being able to take the lives of their brethren while not requiring them to deal out death themselves.
The Defenders have been lost since the loss of the Kingdoms. The Ivindi never had a strong presence in the Jewel of the Desert before the Fall so there are as of yet no temples for them to defend. Many have been left adrift, though several have banded together to take to the streets to defend the faithful against those who would injure them.
Defenders focus upon the use of the sacred spears of their gods to defend holy sites and personages and also make use of kiho to channel their faith into mystical effects.
Devotion: Hindu
Benefit: +1 Agility
Honor: 6.5
Skills: Defense, Jiujitsu, Spears, Lore (choose one), Meditation, Theology (Hindu), any one High skill
Technique: Sanctity of Life
No Defender will willingly take a life, instead subduing their opponents to protect the holy places. You may choose to make any damage inflicted by a Spear or while unarmed non-lethal damage, lasting instead for a number of hours equal to your School Rank, using this technique you gain +0k1 to damage rolls. While using this technique you cannot put a person below the Out condition. Also, Defenders may make atemi strikes with a spear as well as unarmed.
Navaratnas Dipomat School
In every high court, there are an elite group of scholars and artisans, sponsored by the ruler they serve to pursue their own particular gifts with very little interference. The so-called "jewels of the court' are held in high regard throughout the land and their renown is such that their knowledge and advice is often sought from many kingdoms away in times of need.
The Navaratnas have not adapted well to the Jewel of the Desert. They are used to their own courts and internal intrigues. Nations came to the Ivory Kingdoms, bowing and scraping. Now it is the duty of the Navaratnas to bow or starve. Not being warriors, and having the most friends outside of their own lands, the Navaratnas, despite these troubles, are perhaps the most numerous of the Kshatriya caste to survive the war.
Benefit: +1 Intelligence
Skills: Courtier (Manipulation), Etiquette, Lore: History, any one Lore skill, any Artisan skill, Sincerity, Any one High skill
Honor: 6.5
Outfit: Extravagant Clothing, Katara, Calligraphy set, Traveling pack, 5 Copper
Techniques
Rank 1: To Know and be Known
One who has been accepted as a Jewel of the Court is respected for their knowledge and skill. You gain the Darling of the Court Advantage for no cost in your home court. When spending a Void on your any School skill that is a Lore or Artisan skill, you gain +3k1 instead of the usual 1k1.
Rank 2: The Brotherhood of Scholars
The Navaratnas are built on the back of a thousand years of tradition and text. It is not only their own word that they count upon, but the word of thousands of others that came before them. For this surety, Navaratnas gain a +2k0 bonus to all Lore skill rolls. In addition, they may call upon the favor of others. While in a city of any size, you may make a Courtier/Awareness roll at TN 20, if you succeed you may gain the Servant advantage with a Scribe or Artisan of your choice for one week. You may only have a number of servants in this manner equal to your School Rank.
Rank 3: Breadth of Knowledge
The skill and understanding of your chosen specialty allows a certain degree of skill on similar disciplines. If you fail an Etiquette or Sincerity roll you may spend a Void Point to re-roll the roll using your Lore: History skill. You must keep the results of this roll.
Rank 4: Favor from on High
Patronage from the mighty means more than simple wealth and prestige, it also means support of one's agendas. While the Navaratnas remains in the favor of his lord, he may make a Lore or Artisan roll of his choice against a TN of 25. Success on this roll indicates a successful presentation of a new treatise or work to the Court. For this day and the next you are considered to have the Favored of your Lord Advantage among members of that Court, even among people who are not of your faction.
Rank 5: A Lauded Sage
Sharing your mastery with others earns you great favor, within your Court and without. When someone seeks you out for advice, you may make a Lore or Artisan skill against a petitioners Courtier/AW roll. If you succeed on this roll you gain +5k0 on any contested Social skill roll against that person for the next 24 hours.
Paths
Sindhi Sailors (Warrior)
The Sindhi sailors have a long and mixed history. First formed many centuries ago as a pirate group they terrorized the seaways of the Ivory Kingdoms. When an enterprising Raj whose family had been killed by his enemies disguised himself and became one of them, he took over the organization after several years and used it to take back his crown, turning the Sindhi sailors into a legitimate group. Occasionally the Sindhi return to their roots, but usually with the permission of their Raj.
Technique Rank: 2
Replaces: Any Rank 2 Ivory Kingdoms Bushi School
Requirements: Sailing (Navigation) 3
Technique: You suffer no penalties to movement or attacks for rough or uneven terrain. In addition, when you spend a Void point while at sea you gain +2k1 rather than the usual +1k1.
Gandharva (Diplomat)
Named after the mystical messengers who relay word from man to the gods, the Gandharva school teaches that a voice can be a powerful tool. Their songs can sway a Raj, or embolden an army to action. In recent history, it was a Gandharva who convinced the Maharaja of the truth of Yoritomo Aramasu’s words and helped broker the alliance between the Mantis and the Ivory Kingdoms.
Technique Rank: 3
Replaces: Navartnas Rank 3
Requirements: Perform: Song 5
Technique: You gain a +2k0 bonus to all Perform: Song skill rolls. In addition, if you fail an Awareness/Courtier roll you may spend a Void point to re-roll the roll as an Awareness/Perform: Song roll.
Telaga (Warrior)
The Telaga are trained to know no fear. Only the most courageous of Gurkha are chosen to join the Telaga and fight the dark creatures that threaten the Ivory Kingdoms. Since the restoration of Kali Ma, the Telaga have been fighting strong and dying in droves for it. But they refuse to fall.
Technique Rank: 2
Replaces: Gurkha Warrior 2
Requirements: Willpower 4
Technique: You consider the Fear effect of any creature you are facing to be 2 ranks lower, minimum 1. In addition, you gain a +2k0 bonus on damage rolls against any creature with Shadowlands Taint.